|
68de0042
|
2024-10-08T05:41:37
|
|
Vulkan: Support glCopyTexImage2D from MSAA default framebuffer
Add support for glCopyTexImage2D when the source is an MSAA
default framebuffer by enhancing UtilsVk::copyImage(...) to
support multisampled source images.
Bug: angleproject:372059358
Tests: MultisampleTestES3.CopyTexImage2DFromMsaaDefaultFbo*
Change-Id: I9b5d39f6f75ca8056f8be18b1e68eb0161c99903
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5914629
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
Commit-Queue: mohan maiya <m.maiya@samsung.com>
|
|
1bfe5c57
|
2024-07-30T15:58:47
|
|
Metal: partially implement EXT_multisampled_render_to_texture.
Implement by implicitly attaching a multisampled texture to the render
pass. The content will be preserved across render passes by
loading/storing to the implicit multisampled texture.
However this won't work if the single sampled texture is used in
multiple render passes with different
glFramebufferTexture2DMultisampleEXT's sample counts. For that to work
we need to implement unresolve step to load the resolve texture's texels
into the implicit multisampled texture. That will be implemented in a
separate CL.
Bug: angleproject:42261786
Change-Id: I12be75af17ce5b98266946846417d0a43fcba455
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5746180
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
|
|
d193d51b
|
2024-06-17T22:46:08
|
|
Replace issue ids post migration to new issue tracker
This change replaces anglebug.com/NNNN links.
Bug: None
Change-Id: I8ac3aec8d2a8a844b3d7b99fc0a6b2be8da31761
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5637912
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
1fa6c020
|
2024-05-28T14:44:09
|
|
Vulkan: Add multisample line width query support
* As part of GLES 3.2 support, added support to query the following
through glGetFloatv():
* GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY
* GL_MULTISAMPLE_LINE_WIDTH_RANGE
* Added some tests to check the limits of the values above.
* Updated comment regarding ES 3.2 spec table number.
Bug: angleproject:42266081
Bug: b/336860504
Change-Id: I2c359bbb9003b3e76f342f7419477bdb1caaf88f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5576760
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
9475ac40
|
2023-11-15T10:25:06
|
|
Vulkan: Make efficient MSAA resolve possible
Prior to this change, using a resolve attachment to implement resolve
through glBlitFramebuffer was done by temporarily modifying the source
FramebufferVk's framebuffer description. This caused a good deal of
complexity; enough to require the render pass to be immediately closed
after this optimization.
The downsides to this are:
- Only one attachment can be efficiently resolved
- There is no chance for the MSAA attachment to be invalidated
In this change, resolve attachments that are added because of
glBlitFramebuffer are stored in the command buffer, with the
FramebufferVk completely oblivious to them. When the render pass is
closed, either the FramebufferVk's original framebuffer object is used
(if no resolve attachments are added) or a temporary one is created to
include those resolve attachments.
With the above method, the render pass is able to accumulate many
resolve attachments as well as have its MSAA attachments be invalidated
before it is flushed.
For a FramebufferVk that is resolved in this way, there used to be two
framebuffers created each time and thrown away as the code alternated
between starting a render pass without a resolve attachment and then
closing with one. With this change, there is now one framebuffer
(without resolve attachments) that is cached in FramebufferVk (and is
not recreated every time), and only the framebuffer with resolve
attachments is recreated every time.
Ultimatley, when VK_KHR_dynamic_rendering is implemented in ANGLE, there
would be no framebuffers to create and destroy, and this change paves
the way for that support too.
WindowSurfaceVk framebuffers are still imagefull. Making them imageless
adds unnecessary complication with no benefit.
-----------------
To achieve efficient MSAA rendering on tiling hardware, applications
should do the following:
```
glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO);
// Clear the framebuffer to avoid a load
// Or invalidate, if not needed to load:
// glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, ...);
glClear(...);
// Draw calls
// Resolve into the single sampled framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
glBlitFramebuffer(...);
// Immediately discard the contents of the MSAA buffer, to avoid store
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, ...);
```
The above would translate to the following Vulkan render pass:
- MSAA LOAD_OP_CLEAR/DONT_CARE
- MSAA STORE_OP_DONT_CARE
- Resolve LOAD_OP_DONT_CARE
- Resolve STORE_OP_STORE
This makes sure the MSAA data doesn't leave the tile memory and greatly
reduces bandwidth usage.
Once anglebug.com/4892 is fixed, this would also allow the MSAA image
to never be allocated either.
Bug: angleproject:7551
Bug: angleproject:8625
Change-Id: Ia9f4d20863d76a013d8495033f95c7b39f77e062
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5388492
Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
65f6c2ea
|
2023-10-22T18:07:55
|
|
Metal: always implicitly resolve MSAA render buffers on tiled GPUs.
On tile based GPUs, implicitly resolving MSAA render buffers to
single-sampled is preferred. Because it would save bandwidth by avoiding
storing the MSAA textures to memory. Furthermore resolving as
StoreAction is almost a free operation on these GPUs.
Traditional desktop GPUs almost always store MSAA textures to memory
anyway, so this feature would have no benefit besides adding additional
resolve step as well as memory overhead of the hidden single-sampled
textures.
Bug: chromium:1486094
Change-Id: I5eb3b1314560024dd5c0834b0c0b43a6b4d3d51b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4962114
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
6eea5ff4
|
2023-07-18T12:52:37
|
|
Vulkan: fix default MSAA framebuffer clear issue.
Bug: b/290813597
Change-Id: I134c5a99382ca30dbd885a17dfa3c7ac227480ff
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4698113
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Hailin Zhang <hailinzhang@google.com>
|
|
fa9172a3
|
2023-03-27T09:49:33
|
|
Reland "Vulkan: Use midRenderPass clear if RP has started but inactive"
This is a reland of commit 98151770adfd990c533991da27615b4879494307
Original change's description:
> Vulkan: Use midRenderPass clear if RP has started but inactive
>
> This CL extends prior CL's optimization so that if clear is issued right
> after blitFramebuffer call (this could make sense if blit and clear are
> on different buffer), we can keep the started render pass and do the
> midRenderPass clear instead of endRenderPass and start another
> renderPass.
>
> Bug: b/273808966
> Change-Id: Ia2504e8e260867a6f797d42cd4c8a72f187280ef
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4374145
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Bug: b/273808966
Change-Id: I5c8c85c173f021a7753ef579f83d9ceb24147a7c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4442911
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
c5e9de23
|
2023-04-03T15:14:03
|
|
Revert "Vulkan: Use midRenderPass clear if RP has started but inactive"
This reverts commit 98151770adfd990c533991da27615b4879494307.
Reason for revert: Suspected cause for flakiness. anglebug.com/8118
Original change's description:
> Vulkan: Use midRenderPass clear if RP has started but inactive
>
> This CL extends prior CL's optimization so that if clear is issued right
> after blitFramebuffer call (this could make sense if blit and clear are
> on different buffer), we can keep the started render pass and do the
> midRenderPass clear instead of endRenderPass and start another
> renderPass.
>
> Bug: b/273808966
> Change-Id: Ia2504e8e260867a6f797d42cd4c8a72f187280ef
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4374145
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Bug: b/273808966
Change-Id: I7a11635a6eceafb6f4fb3a0d95f6627ee98321c0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4393497
Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
98151770
|
2023-03-27T09:49:33
|
|
Vulkan: Use midRenderPass clear if RP has started but inactive
This CL extends prior CL's optimization so that if clear is issued right
after blitFramebuffer call (this could make sense if blit and clear are
on different buffer), we can keep the started render pass and do the
midRenderPass clear instead of endRenderPass and start another
renderPass.
Bug: b/273808966
Change-Id: Ia2504e8e260867a6f797d42cd4c8a72f187280ef
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4374145
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
89e38b57
|
2022-06-22T15:04:08
|
|
Refactor to use ANGLETest vs ANGLETestWithParam
Bug: angleproject:6747
Change-Id: I72ad52d0268eae0e1a401f12f3e94cc5efa402f2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3719002
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
9a6ae13e
|
2022-06-17T23:42:15
|
|
Vulkan: Enable prerotation on multisample tests
Bug: b/235877059
Change-Id: I3a8b8483d7b478e36328ac402539df99e62c18b2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3708996
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
|
|
607d398e
|
2022-03-14T16:32:21
|
|
Vulkan: Optimize resolve of multisample swapchains
* Resolves the multisampled image if the last render pass
draws into the default framebuffer.
* Added test to check the number of resolves in the optimization
subpass (credit: Xinyi He)
* Added test to check the number of resolves outside the subpass.
* Added disabled test to see if the subpass resolve works.
Bug: angleproject:6762
Change-Id: I86a8db3387851ab97d5f7a3d8a0ff26961254c14
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3523062
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
|
|
2764bda9
|
2022-03-07T15:23:25
|
|
Metal: Fix MultisampleResolveTest failure on Vulkan_SwiftShader
Bug: angleproject:7081
Change-Id: Ia62ec86431692c6550b642b2d992b883dfa3b43a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3508445
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
74f32702
|
2022-03-03T13:13:34
|
|
Metal: Fix for mulitsampled buffers losing their contents
Fixes tst included as well as WebGL CTS
https://www.khronos.org/registry/webgl/sdk/tests/conformance2/renderbuffers/multisample-draws-between-blits.html
Both fail on M1 without this fix.
Also fixes WebKit bug https://bugs.webkit.org/show_bug.cgi?id=237113
Bug: angleproject:7073
Change-Id: Id7baa2575c817561f8a0a99181c986b758376a8d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3506089
Reviewed-by: Kyle Piddington <kpiddington@apple.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Gregg Tavares <gman@chromium.org>
|
|
2e7cfa9b
|
2022-02-22T13:10:12
|
|
Metal: Fix WebGL CTS fbomultisample tests failing in Metal
These tests were failing in Metal:
deqp/functional/gles3/fbomultisample.2_samples.html
deqp/functional/gles3/fbomultisample.4_samples.html
deqp/functional/gles3/fbomultisample.8_samples.html
This CL only fixed the tests failing on AMD. Intel still fails.
See: https://anglebug.com/7079
Bug: angleproject:7049
Change-Id: I745672bba2e9b8b1d34c7a81e07410889eddd35f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3482157
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Gregg Tavares <gman@chromium.org>
|
|
212f4592
|
2021-09-22T12:02:47
|
|
Enable direct-to-metal backend by default
We are switching over to Apple's direct-to-metal backend instead
of generating SPIRV in the metal backend. This CL enables the
direct-to-metal generation by default, but the SPIRV backend is
still accessible by overriding the feature directMetalGeneration.
This CL comes with a change in test expectations to catch new
failures and clean up newly passing tests.
Bug: angleproject:6080
Change-Id: I4b10ad93c641b88857079a08fb45d3dc575d71f1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3175664
Reviewed-by: Gregg Tavares <gman@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
|
|
a0bc2589
|
2021-03-05T19:27:04
|
|
Skip tests failing on Ozone.
MipmapTest.DefineValidExtraLevelAndUseItLater
MipmapTest.GenerateMipmapAfterModifyingBaseLevel
MipmapTest.GenerateMipmapAfterSingleLevelDraw
MipmapTest.GenerateMipmapFromInitDataThenRender
MipmapTest.GenerateMipmapFromRenderedImage
MipmapTest.MipMapGenerationD3D9Bug
MipmapTest.MipmapsForTexture3DOES
MipmapTest.RenderOntoLevelZeroAfterGenerateMipmap
MipmapTest.TextureCubeGeneralLevelZero
MipmapTest.TextureCubeRenderToLevelZero
MultisampleTest.AlphaToSampleCoverage
MultisampleTest.ContentPresevedAfterInterruption
MultisampleTest.Line
MultisampleTest.Point
MultisampleTest.Triangle
Texture3DTestES2.CopySubImageAlpha
Texture3DTestES2.CopySubImageLuminance
Texture3DTestES2.CopySubImageRGBA
Texture3DTestES2.Luminance
Texture3DTestES2.RGBA
Bug: angleproject:5725, angleproject:5727, angleproject:5728
Change-Id: Ibe7d7e44e01ce430e381edd0c83c3e24069b35aa
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2738718
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
a6b16d29
|
2021-03-02T19:04:57
|
|
Suppress UNINSTANTIATED_PARAMETERIZED_TEST failures on Ozone
We only support ES2 on Ozone, so tests that depend on ES3 or ES31
support are not instantiated there.
Bug: chromium:1183147
Change-Id: Id58bcd9b44a5b9a70b5ae8115e27c44f5dc81226
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2726550
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
e419222d
|
2021-01-28T17:14:02
|
|
MSAA PreRot: Make MultisampleTest use rectangular window
This will make it easier to fix/prevent bugs with MSAA-swapchain
windows, which are not currently pre-rotated properly on Android.
Bug: b/175793022
Change-Id: Ia51446db62c8ec94313ae75fd87ad8e9477f76e2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2656997
Commit-Queue: Ian Elliott <ianelliott@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
f98f18f6
|
2020-11-17T18:42:35
|
|
Remove Nexus 6P expectations
Bot decommissioned in crrev.com/c/2541579
Bug: chromium:1148989, angleproject:5280, angleproject:3726
Bug: angleproject:2641, angleproject:3264, angleproject:2114
Bug: angleproject:3464, angleproject:4991, angleproject:1415
Bug: angleproject:2407, angleproject:1427, angleproject:4215
Bug: angleproject:1429, angleproject:5069, chromium:998503
Change-Id: I1b268fdbcf6465aef447e90e470c1a011c7b3747
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2545892
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
1c881dad
|
2020-09-27T01:35:31
|
|
Metal: Implement glRenderbufferStorageMultisample(ANGLE)
Bug: angleproject:2634
Change-Id: Ia4dd477cfbad298994036705b43f3a5877e3c9cc
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433330
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
15617b4b
|
2020-09-21T11:16:49
|
|
Vulkan: Add a alpha to coverage test
Early fragment test optimization has to be disabled if alpha to coverage
is enabled. This test that the intersection between alpha to coverage
test and early fragment test optimization.
Bug: angleproject:5082
Change-Id: I628efc2fae7c998467e1daff4167f16fe0c28142
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2422899
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
fdb7874d
|
2020-08-26T22:04:19
|
|
Gracefully fail end2end tests if no window support
EGL_WINDOW_BIT is now specifically requested for tests that open a
window (those that aren't WithNoFixture). This makes sure pbuffer-only
configs are not selected for the window.
Additionally, a few WithNoFixture tests are made more robust in the
presence of no-window configs.
In the context of crbug.com/1034840, this means that a subset of end2end
tests would be able to run in a remote desktop environment. Tested on
Linux/X11 by turning a subset of configs PBUFFER-only.
Bug: chromium:1034840
Change-Id: I09fd149d43d3b865856fe6b9491c5f333f4a2efc
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2378922
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: back sept 10 - Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
9277ee74
|
2020-07-06T12:40:58
|
|
Metal: Implement MSAA default framebuffer.
GL_SAMPLE_COVERAGE_VALUE is implemented by inserting gl_SampleMask
writing logic to fragment shader.
New test added: MultisampleTest.ContentPresevedAfterInterruption.
- Skip on D3D11 (Bug: angleproject:4609)
Bug: angleproject:2634
Change-Id: Ib44daf0baccc36ea320596d81713156047da059c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2281783
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
95bfb3e5
|
2020-07-08T23:07:48
|
|
Vulkan: Fix resolve draw path
If the draw path is taken for resolve, the internal shader previously
calculated (1+sum(sample.a))/sampleCount instead of
sum(sample.a)/sampleCount. Additionally, due to a typo, the result was
rounded.
This change also fixes a number of off-by-one errors when calculating
src/dst offsets in blit/resolve path.
Tests are added to resolve from default to FBO and vice versa to
exercise the draw path which was otherwise never invoked for color
buffers.
Bug: angleproject:4746
BUg: angleproject:4092
Change-Id: I4b9c181339b89af44b27d61d27a6b3d88cde2eea
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2288224
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Ian Elliott <ianelliott@google.com>
|
|
7d8c2f2e
|
2020-03-26T22:44:15
|
|
Hide SwiftShader OS Window in dEQP and end2end tests
This prevents a race between starting Xvfb on test bots
and X11 calls in X11Window::setVisible(),
which used to cause flaky hangs on Linux SwANGLE bots.
Unfortunately, in order to hide SwiftShader OS window,
it must be a separate window from other backends,
so it is no longer possible to have a single window for all backends,
even if we don't reuse EGL Display.
The only platform that still uses a single OS Window is Android,
since there is only one system window per test application.
In addition, all the tests that make OS Window visible explicitly,
no longer do this for SwiftShader device.
Bug: angleproject:4434
Change-Id: I1a067c22bfeee9288046b9d9566740731c0d627c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2125945
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
4546c5ce
|
2020-01-31T15:05:35
|
|
Skip failing end2end tests on Windows on ARM
There are multiple failing tests on Windows on ARM which are related to drawing differences.
They seem to be similar to an already reported issue (anglebug.com/3748).
Bug: angleproject:4356
Bug: angleproject:4357
Change-Id: Ide5cc2e6f42d4c4b6fb88352833d20e517005c14
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2033067
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
01f98cbf
|
2019-05-21T12:21:36
|
|
Skip failing MultisampleTest on Nexus 6P and NVIDIA Shield TV
Bug: angleproject:3464, angleproject:3470
Change-Id: Ie864118ceebfc0d72aa95928a02ef0939be5b89a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1620992
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
b16d69c3
|
2019-05-13T16:28:27
|
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Vulkan: Add support for surface multisampling
A multisample image is created for the surface if multisampling is
enabled. Prior to present, this multisample image is resolved into the
swapchain image.
FramebufferVk::readPixelsImpl similarly has got the ability to resolve
the region of interest into a temporary image prior to readback.
Tests are added to render a point, line and a triangle on a 4x
multisampled surface.
Bug: angleproject:3204
Change-Id: I34aca502fa1918b5cbf000ff11521c350372e051
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1610188
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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